#version 330

uniform sampler2D T2_ALBEDO;

//in vec3 ioPos;
in vec3 ioNormal;
in vec2 ioTexUV;
in float ioDepth;

//layout (location = 0) out vec4 oPos;
layout (location = 0) out vec4 oNormDepth;
layout (location = 1) out vec4 oAlbedo;

void main()
{
	//oPosDepth = vec4(ioPos, ioDepth);
	oNormDepth = vec4(normalize(ioNormal), ioDepth);
	oAlbedo = texture(T2_ALBEDO, ioTexUV);
}








